From da1738377ff78b49f6ea1eaee7055bba0e4ef913 Mon Sep 17 00:00:00 2001 From: Hamed Zaghaghi Date: Sat, 15 Nov 2008 12:10:16 +0000 Subject: 17973Patch by dfelinto, and also fixed a bug in 2d-filters --- .../gameengine/Rasterizer/RAS_2DFilterManager.cpp | 136 ++++++++++++--------- source/gameengine/Rasterizer/RAS_2DFilterManager.h | 5 +- 2 files changed, 82 insertions(+), 59 deletions(-) (limited to 'source/gameengine/Rasterizer') diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp index d2cfa7d07f9..8010d24886e 100644 --- a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp +++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp @@ -58,7 +58,7 @@ RAS_2DFilterManager::RAS_2DFilterManager(): texturewidth(-1), textureheight(-1), canvaswidth(-1), canvasheight(-1), -numberoffilters(0) +numberoffilters(0), need_tex_update(true) { isshadersupported = GLEW_ARB_shader_objects && GLEW_ARB_fragment_shader && GLEW_ARB_multitexture; @@ -217,50 +217,50 @@ void RAS_2DFilterManager::StartShaderProgram(int passindex) glActiveTextureARB(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texname[0]); - if (uniformLoc != -1) - { + if (uniformLoc != -1) + { glUniform1iARB(uniformLoc, 0); - } + } - /* send depth texture to glsl program if it needs */ + /* send depth texture to glsl program if it needs */ if(texflag[passindex] & 0x1){ - uniformLoc = glGetUniformLocationARB(m_filters[passindex], "bgl_DepthTexture"); - glActiveTextureARB(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, texname[1]); + uniformLoc = glGetUniformLocationARB(m_filters[passindex], "bgl_DepthTexture"); + glActiveTextureARB(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, texname[1]); - if (uniformLoc != -1) - { - glUniform1iARB(uniformLoc, 1); - } - } + if (uniformLoc != -1) + { + glUniform1iARB(uniformLoc, 1); + } + } - /* send luminance texture to glsl program if it needs */ + /* send luminance texture to glsl program if it needs */ if(texflag[passindex] & 0x2){ - uniformLoc = glGetUniformLocationARB(m_filters[passindex], "bgl_LuminanceTexture"); - glActiveTextureARB(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, texname[2]); - - if (uniformLoc != -1) - { - glUniform1iARB(uniformLoc, 2); - } + uniformLoc = glGetUniformLocationARB(m_filters[passindex], "bgl_LuminanceTexture"); + glActiveTextureARB(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D, texname[2]); + + if (uniformLoc != -1) + { + glUniform1iARB(uniformLoc, 2); + } } uniformLoc = glGetUniformLocationARB(m_filters[passindex], "bgl_TextureCoordinateOffset"); - if (uniformLoc != -1) - { - glUniform2fvARB(uniformLoc, 9, textureoffsets); - } + if (uniformLoc != -1) + { + glUniform2fvARB(uniformLoc, 9, textureoffsets); + } uniformLoc = glGetUniformLocationARB(m_filters[passindex], "bgl_RenderedTextureWidth"); - if (uniformLoc != -1) - { + if (uniformLoc != -1) + { glUniform1fARB(uniformLoc,texturewidth); - } + } uniformLoc = glGetUniformLocationARB(m_filters[passindex], "bgl_RenderedTextureHeight"); - if (uniformLoc != -1) - { + if (uniformLoc != -1) + { glUniform1fARB(uniformLoc,textureheight); - } + } int i, objProperties = m_properties[passindex].size(); for(i=0; iGetWindowArea(); canvaswidth = canvas->GetWidth(); canvasheight = canvas->GetHeight(); - texturewidth = canvaswidth; - textureheight = canvasheight; + texturewidth = canvaswidth + canvas_rect.GetLeft(); + textureheight = canvasheight + canvas_rect.GetBottom(); GLint i,j; i = 0; - while ((1 << i) <= texturewidth) - i++; - texturewidth = (1 << (i)); + while ((1 << i) <= texturewidth) + i++; + texturewidth = (1 << (i)); - // Now for height - i = 0; - while ((1 << i) <= textureheight) - i++; - textureheight = (1 << (i)); + // Now for height + i = 0; + while ((1 << i) <= textureheight) + i++; + textureheight = (1 << (i)); GLfloat xInc = 1.0f / (GLfloat)texturewidth; GLfloat yInc = 1.0f / (GLfloat)textureheight; @@ -360,6 +360,23 @@ void RAS_2DFilterManager::UpdateOffsetMatrix(RAS_ICanvas* canvas) } } +void RAS_2DFilterManager::UpdateCanvasTextureCoord(unsigned int * viewport) +{ + /* + This function update canvascoord[]. + These parameters are used to create texcoord[1] + That way we can access the texcoord relative to the canvas: + (0.0,0.0) bottom left, (1.0,1.0) top right, (0.5,0.5) center + */ + canvascoord[0] = (GLfloat) viewport[0] / viewport[2]; + canvascoord[0] *= -1; + canvascoord[1] = (GLfloat) (texturewidth - viewport[0]) / viewport[2]; + + canvascoord[2] = (GLfloat) viewport[1] / viewport[3]; + canvascoord[2] *= -1; + canvascoord[3] = (GLfloat)(textureheight - viewport[1]) / viewport[3]; +} + void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas) { bool need_depth=false; @@ -387,27 +404,35 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas) if(num_filters <= 0) return; + GLuint viewport[4]={0}; + glGetIntegerv(GL_VIEWPORT,(GLint *)viewport); + if(canvaswidth != canvas->GetWidth() || canvasheight != canvas->GetHeight()) { UpdateOffsetMatrix(canvas); + UpdateCanvasTextureCoord(viewport); + need_tex_update = true; + } + + if(need_tex_update) + { SetupTextures(need_depth, need_luminance); + need_tex_update = false; } - GLuint viewport[4]={0}; if(need_depth){ glActiveTextureARB(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texname[1]); - glCopyTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT, viewport[0], viewport[1], texturewidth,textureheight, 0); + glCopyTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT, 0, 0, texturewidth,textureheight, 0); } if(need_luminance){ glActiveTextureARB(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, texname[2]); - glCopyTexImage2D(GL_TEXTURE_2D,0,GL_LUMINANCE16, viewport[0], viewport[1] , texturewidth,textureheight, 0); + glCopyTexImage2D(GL_TEXTURE_2D,0,GL_LUMINANCE16, 0, 0, texturewidth,textureheight, 0); } - glGetIntegerv(GL_VIEWPORT,(GLint *)viewport); - glViewport(viewport[0],viewport[1], texturewidth, textureheight); + glViewport(0,0, texturewidth, textureheight); glDisable(GL_DEPTH_TEST); glMatrixMode(GL_TEXTURE); @@ -425,20 +450,15 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas) glActiveTextureARB(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texname[0]); - glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, viewport[0], viewport[1], texturewidth, textureheight, 0); + glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, texturewidth, textureheight, 0); glClear(GL_COLOR_BUFFER_BIT); - float canvascoordx, canvascoordy; - - canvascoordx = (GLfloat) texturewidth / canvaswidth; - canvascoordy = (GLfloat) textureheight / canvasheight; - glBegin(GL_QUADS); glColor4f(1.f, 1.f, 1.f, 1.f); - glTexCoord2f(1.0, 1.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, canvascoordx, canvascoordy); glVertex2f(1,1); - glTexCoord2f(0.0, 1.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, canvascoordy); glVertex2f(-1,1); - glTexCoord2f(0.0, 0.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 0.0); glVertex2f(-1,-1); - glTexCoord2f(1.0, 0.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, canvascoordx, 0.0); glVertex2f(1,-1); + glTexCoord2f(1.0, 1.0); glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[1], canvascoord[3]); glVertex2f(1,1); + glTexCoord2f(0.0, 1.0); glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[0], canvascoord[3]); glVertex2f(-1,1); + glTexCoord2f(0.0, 0.0); glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[0], canvascoord[2]); glVertex2f(-1,-1); + glTexCoord2f(1.0, 0.0); glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[1], canvascoord[2]); glVertex2f(1,-1); glEnd(); } } @@ -454,7 +474,7 @@ void RAS_2DFilterManager::EnableFilter(vector& propNames, void* game return; if(pass<0 || pass>=MAX_RENDER_PASS) return; - + need_tex_update = true; if(mode == RAS_2DFILTER_DISABLED) { m_enabled[pass] = 0; diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.h b/source/gameengine/Rasterizer/RAS_2DFilterManager.h index 454643a5077..6a420a974d4 100644 --- a/source/gameengine/Rasterizer/RAS_2DFilterManager.h +++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.h @@ -44,7 +44,9 @@ private: void FreeTextures(); void UpdateOffsetMatrix(RAS_ICanvas* canvas); - + void UpdateCanvasTextureCoord(unsigned int * viewport); + + float canvascoord[4]; float textureoffsets[18]; float view[4]; /* texname[0] contains render to texture, texname[1] contains depth texture, texname[2] contains luminance texture*/ @@ -60,6 +62,7 @@ private: bool isshadersupported; bool errorprinted; + bool need_tex_update; unsigned int m_filters[MAX_RENDER_PASS]; short m_enabled[MAX_RENDER_PASS]; 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